]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
Bot AI: improve bots aim by requiring they aim at the target (with some tolerance...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okmachinegun.qc
index 817e369816ac69ad599ac19474fd1d39b1798ab0..20db8d961863b3a37d6235eee7b38fb891ddad55 100644 (file)
@@ -30,14 +30,11 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
        }
 
        okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), 0, WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
@@ -52,7 +49,7 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
        if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
-               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
 }
 
 METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
@@ -70,7 +67,7 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
-                                       wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
+                                       wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);